/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectComponents/TargetTagRequirementsGameplayEffectComponent.h
Once we've applied, we need to register for ongoing requirements
virtual bool OnActiveGameplayEffectAdded ( [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & GEContainer, [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) & ActiveGE ) const